Actor Kicking : Inventory
{
inventory.maxamount 1
}

Actor Punching : Inventory
{
inventory.maxamount 1
}

Actor Berserker : Inventory
{
inventory.maxamount 1
}

Actor KickAttackLow
{
+NOGRAVITY
}

Actor NoFatality : Inventory
{
inventory.maxamount 1
}

Actor KickHasHit : Inventory
{
inventory.maxamount 1
}


Actor ShotgunguyHead: Inventory
{
inventory.maxamount 1
}


Actor HeavyStrikeRight : Inventory
{
inventory.maxamount 1
}

Actor HeavyStrikeLeft : Inventory
{
inventory.maxamount 1
}

Actor HeavyStrikeUpWard : Inventory
{
inventory.maxamount 1
}




Actor PSeq1 : Inventory
{
inventory.maxamount 2
}

Actor PSeq2 : Inventory
{
inventory.maxamount 1
}


Actor PSeq3 : Inventory
{
inventory.maxamount 1
}

// --------------------------------------------------------------------------
//
// Melee Weapons
//
// --------------------------------------------------------------------------


ACTOR Melee_Attacks : Fist Replaces Fist
{
	Game Doom
	Weapon.SelectionOrder 3700
	Weapon.Kickback 100
	Obituary "%o was Ripped and Teared by 	%k"
	+WEAPON.WIMPY_WEAPON
	+WEAPON.MELEEWEAPON
    +WEAPON.NOALERT
    +WEAPON.NOAUTOAIM
	+WEAPON.CHEATNOTWEAPON
	States
	{
	Steady:
	TNT1 A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready
	
	Reload:
	TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SelectFatalityModes")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3
		PUNS DCB 1 A_TakeInventory("Reloading", 1)
		Goto Ready+8
		
	SelectFatalityModes:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn")
		Goto FatalityOff
	FatalityOn:
	    TNT1 A 0 A_Print("RIP AND TEAR! Mode")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_TakeInventory("NoFatality", 1)
		Goto Ready+8
		
	FatalityOff:
		TNT1 A 0 A_Print("SMASH Mode")
	    PUNS BCD 1 
		PUNS E 7 A_PlaySound("Knuckled")
		PUNS FGFE 3 A_TakeInventory("Reloading", 1)
		PUNS DCB 1 A_GiveInventory("NoFatality", 1)
		Goto Ready+8
	DoingFatality:
	PUNG A 1
	TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)
	Goto Ready+7
	
	
	Ready:
        PUNS ABCDCBA 1
        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"ReadySoul")
        TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
        ////////////////////
        TNT1 AAA 0
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ReadyShotgunguyHead")
        TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"ReadyBarrel")
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
				TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
        PUNG A 2 A_WeaponReady
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 A_GunFlash
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		Goto Ready+8
	ReadySoul:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		TNT1 A 0 A_JumpIfInventory("Reloading",1,"KillLS")
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA A 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA B 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA C 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
        THEA D 7 BRIGHT A_WeaponReady
        TNT1 A 0 A_FireCustomMissile("LostSoulOnHandFireSpawner",40,0,0,5)
		Goto Ready+8
		
	ReadyBarrel:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
		MARN A 0 ACS_ExecuteAlways(294, 0, 0, 0, 0)//Makes player slower.
        THRG A 2 A_WeaponReady
		Goto Ready+8
		
	ReadyShotgunguyHead:
        TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        PTG1 B 2 A_WeaponReady
		Goto Ready+8	
		
		
    Deselect:
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
	TNT1 A 0 A_Takeinventory("FistsSelected",1)
    //TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"KillLS")
	TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 1
		Wait

    KillLS:
        THEA E 8
        TNT1 A 0 A_FireCustomMissile("LSOHK",40,0,0,5)
        TNT1 A 0 A_Takeinventory("LostSoulFatality",1)
        THEA F 8
		THEA F 1 A_Lower
		Wait
	Select:
		TNT1 A 0 A_Giveinventory("FistsSelected",1)
	TNT1 A 0 A_Takeinventory("SawSelected",1)
	TNT1 A 0 A_Takeinventory("ShotgunSelected",1)
	TNT1 A 0 A_Takeinventory("SSGSelected",1)
	TNT1 A 0 A_Takeinventory("MinigunSelected",1)
	TNT1 A 0 A_Takeinventory("PlasmaGunSelected",1)
	TNT1 A 0 A_Takeinventory("RocketLauncherSelected",1)
    TNT1 A 0 A_Takeinventory("GrenadeLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("BFGSelected",1)
	TNT1 A 0 A_Takeinventory("BFG10kSelected",1)
	TNT1 A 0 A_Takeinventory("RailGunSelected",1)
	TNT1 A 0 A_Takeinventory("SubMachineGunSelected",1)
	TNT1 A 0 A_Takeinventory("RevenantLauncherSelected",1)
	TNT1 A 0 A_Takeinventory("LostSoulSelected",1)
	TNT1 A 0 A_Takeinventory("FlameCannonSelected",1)
	TNT1 A 0 A_Takeinventory("HasBarrel",1)
	TNT1 A 0 A_TakeInventory("TossGrenade", 1)
        ////////////////// Check if player is performing a fatality\\\\
		TNT1 A 0
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"ReadySoul")
        ////////////////////
		TNT1 A 0 A_Raise
		Wait
		
	////////////////////////////////////////////// Normal Attacks
	
	Fire:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("ShotgunguyHead",1,"ShotgunguyHeadFire")
		TNT1 A 0 A_jumpifinventory("LostSoulFatality",1,"LSFire")
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"FireBarrel")
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"FatalityFire")
		TNT1 A 0 A_Jump(128, "PunchRight")
		
	PunchLeft:
		PUNG BCD 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrikeNormal", 0, 0, 0, -9)
		
		PUNG E 2
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		PUNG DCB 2
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_Refire
		Goto Ready+8
		
	 PunchRight:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		
	    PUP2 B 1
		PUP2 C 1
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrikeNormal", 0, 0, 0, -9)
		//PUN2 A 0 A_Custompunch(25,1,1,"MeleePuff")
		PUN2 DE 2
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		PUN2 FFGH 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		//TNT1 A 0 A_Refire
		Goto Ready+8
		
	
	AltFire:
		TNT1 A 0
		
		TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAltFire")
		TNT1 A 0 A_JumpIfInventory("PSeq1", 1, "AltFireQUick")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "AltFire2")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 8
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_Jump(256, "AltFireQuick", "AltFire2", "AltFire3")
		
	AltFireQuick:
		TNT1 A 4
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN3 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN3 F 1
		RIFF AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -9)
		PUN3 GHI 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN3 JK 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8
	
	AltFire3:
		TNT1 A 4
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN4 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN4 F 1
		RIFF AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -9)
		PUN4 GHI 1
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN4 JK 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8
		
	AltFire2:
		TNT1 A 4
		
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN5 CDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN5 F 1
		TNT1 A 0 A_GiveInventory("HeavyStrikeUpward", 1)
		RIFF AA 0 A_FireCustomMissile("KickAttack", 0, 0, 0, 0)
		PUN5 GHIJ 1
		TNT1 A 0 A_TakeInventory("HeavyStrikeUpward", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN5 KLM 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8	
		
		
	/////////////////////////////////////////////// Fatalities
	
	FatalityFire:
		TNT1 A 0
		//TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "PunchBerserkNoFatality")
		TNT1 A 0 A_Jump(256, "PunchRightFatality")
		
	PunchLeftFatality:
		PUNG BCD 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, -9)
		
		PUNG E 4
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		PUNG DCB 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_Refire
		Goto Ready+8
		
	 PunchRightFatality:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		
	    PUP2 B 1
		PUP2 C 1
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Fatality", 0, 0, 0, -9)
		//PUN2 A 0 A_Custompunch(25,1,1,"MeleePuff")
		PUN2 DD 2
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		PUN2 EFGH 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		//TNT1 A 0 A_Refire
		Goto Ready+8
		
	
	SuperAltFire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("PSeq1", 1, "AltFireQUickFatality")
		TNT1 A 0 A_JumpIfInventory("PSeq2", 1, "AltFire2Fatality")
		TNT1 A 4
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_Jump(256, "AltFireQuickFatality", "AltFire2Fatality", "AltFire3Fatality")
		
		AltFireQuickFatality:
		TNT1 A 4
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN3 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN3 F 1
		
		TNT1 A 0 A_GiveInventory("HeavyStrikeLeft", 1)
		RIFF AAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -9)
		PUN3 GHI 1
		TNT1 A 0 A_TakeInventory("HeavyStrikeLeft", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN3 JK 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8
		
	AltFire2Fatality:
		TNT1 A 4
		
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN5 CDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN5 F 1
		
		TNT1 A 0 A_GiveInventory("HeavyStrikeUpward", 1)
		RIFF AAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, 0)
		PUN5 GHIJ 1
		TNT1 A 0 A_TakeInventory("HeavyStrikeUpward", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN5 KLM 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8	
		
	AltFire3Fatality:
		TNT1 A 4
		TNT1 A 0 A_TakeInventory("PSeq1", 2)
		TNT1 A 0 A_TakeInventory("PSeq2", 2)
		PUN4 ABCDE 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUN4 F 1
		TNT1 A 0 A_GiveInventory("HeavyStrikerIGHT", 1)
		RIFF AAA 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -9)
		PUN4 GHI 1
		TNT1 A 0 A_TakeInventory("HeavyStrikeRight", 1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		PUN4 JK 1 A_JumpIfInventory("Kicking",1,"KickRight")
        TNT1 AAA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		PUN5 BA 1 A_WeaponReady(1)
		TNT1 A 0 A_REfire
		Goto Ready+8
	//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
		
	KickRight:
		KIK2 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK2 D 1
		PUN2 A 0 A_Custompunch(35,0,1,"MeleePuff")
		KIK2 DD 1
		KIK2 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+8
		
		
	KickLeft:
		KIK1 ABC 1
        TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_SetPitch(-6 + pitch)
		KIK1 D 1
		PUN2 A 0 A_Custompunch(35,0,1,"MeleePuff")
		KIK1 DD 1
		KIK1 ECBA 1
		TNT1 A 5 A_TakeInventory("Kicking",1)
		Goto Ready+8
		
	LSFire:
		THEF A 4
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        THEF B 4 A_FireCustomMissile("PoorLostSoul", 0, 1, 0, 0)
        THEF CD 4
        TNT1 A 0 A_TakeInventory("LostSoulFatality",1)
		Goto Ready+8
		
		
	ShotgunguyHeadFire:
		PTG1 CDEFGHIJ 1
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
        PTG1 K 1 A_FireCustomMissile("SergeantHeadThrown", 0, 0, 0, 0)
        PTG1 LMNOP 1
        TNT1 A 0 A_TakeInventory("ShotgunguyHead",1)
		Goto Ready+8	
		
	FireBarrel:
		THRF A 3 A_FireCustomMissile("ThrowedBarrel", 0, 1, 0, 0)
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		MARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.
        THRF ABCDEF 3 
		Goto Ready+8
	AltFireBarrel:
	PUNG A 1
		THRF A 0 A_SpawnItemEx ("ExplosiveBarrel",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		MARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.
        TNT1 A 0 A_PlaySound("skeleton/swing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		TNT1 A 0 A_TakeInventory("HasBarrel",1)
		PUNG A 5
		Goto Ready+8
		
 
	PunchBerserkNoFatality:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "PunchRightBerserkNoFatality")
		
	PunchLeftBerserkNoFatality:
		PUNG BCD 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Berserked", 0, 0, 0, -9)
		
		PUNG E 4
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_GiveInventory("PSeq1", 1)
		PUNG DCB 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
        PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickRight")
		TNT1 A 0 A_Refire
		Goto Ready+8
		
	 PunchRightBerserkNoFatality:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("HasBarrel",1,"AltFireBarrel")
		
	    PUP2 B 1
		PUP2 C 1
		PUN2 AC 1
        TNT1 A 0 A_PlaySound("weapons/gswing")
		TNT1 A 0 A_Giveinventory("Punching",1)
		PUNG A 0 A_FireCustomMissile("MeleeStrike1Berserked", 0, 0, 0, -9)
		//PUN2 A 0 A_Custompunch(25,1,1,"MeleePuff")
		PUN2 DD 2
		TNT1 A 0 A_TakeInventory("Kicking", 1)
		TNT1 A 0 A_GiveInventory("PSeq2", 1)
		PUN2 EFGH 1
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		TNT1 A 0 A_JumpIfInventory("LostSoulFatality",1,"ReadySoul")
		PUNG AA 1 A_JumpIfInventory("Kicking",1,"KickLeft")
		TNT1 A 0 A_Refire
		//TNT1 A 0 A_Refire
		Goto Ready+8	
		
	Flash:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("FlashlightAction", 1, "CheckFlashlight")
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("IsFlashlightOn", 1, "FlashOn")
	Goto Flash
	FlashOn:
	TNT1 A 0 A_FireCustomMissile("FlashlightProjectile", 0, 0, 0, 0, 0, 0)
	TNT1 A 0 A_FireCustomMissile("FlashlightSource", 0, 0, 0, 0, 0, 0)
	Goto Flash 
	CheckFlashLight:
	TNT1 A 1
	TNT1 A 0 A_TakeInventory("FlashlightAction")
	TNT1 A 0 A_JumpIfInventory("IsFlashlightOn", 1, "TurnOffFlashlight")
	TNT1 A 0 A_GiveInventory("IsFlashlightOn", 1)
	Goto Flash
	TurnOffFlashlight:
	TNT1 A 0 A_TakeInventory("IsFlashlightOn", 1)
	Goto Flash
		
		


	


	DoKick:
    TNT1 A 0
		TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		TNT1 A 0 A_Takeinventory("ADSmode",1)
		NULL A 0 A_JumpIf (momZ > 0, "AirKick")
		NULL A 0 A_JumpIf (momZ < 0, "AirKick")
		RIFF A 0 A_FireCustomMissile("KickAttackDetectDowned", 0, 0, 0, 0)
        TNT1 A 0 A_jumpifinventory("PowerStrength",1,"BerserkerKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
		RIFF A 0 A_FireCustomMissile("KickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
    BerserkerKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 SetPlayerProperty(0,1,0)
		KICK BCD 1
        RIFF A 0 A_FireCustomMissile("SuperKickAttack", 0, 0, 0, -7)
        KICK H 5
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK I 1
		KICK GFEDCBA 1 
		TNT1 A 0 SetPlayerProperty(0,0,0)
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
	
	AirKick:
	    TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SuperAirKick")
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("AirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6
		
	SuperAirKick:
		TNT1 A 0 A_PlaySound("KICK")
		TNT1 A 0 A_Recoil (-6)
		KICK JKLMN 1
        RIFF A 0 A_FireCustomMissile("SuperAirKickAttack", 0, 0, 0, -31)
        KICK O 3
		KICK A 0 A_Takeinventory("Kicking",1)
		KICK PQRST 2
		TNT1 A 0 A_JumpIfInventory("GoFatality", 1, "Steady")
		Goto Ready+6

    Taunt:
        TNT1 A 0 A_Takeinventory("Zoomed",1)
        TNT1 A 0 A_ZoomFactor(1.0)
		FUCK K 1
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 0, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", -9, 0, -1, 0)
		TNT1 A 0 BRIGHT A_FireCustomMissile("Taunter", 9, 0, -1, 0)
        FUCK L 1 A_PlaySound("FUCK", 2)
        FUCK MN 1 A_AlertMonsters
		FUCK O 15 A_Takeinventory("Taunting",1)
        FUCK NMLK 1
		Goto Ready+8
	Salute:
	    TNT1 A 0 SetPlayerProperty(0,1,0)
		TNT1 A 0 A_ALertMonsters
		SALU ABCDEDCDEDCDEDCBA 4
		TNT1 A 0 A_TakeInventory("Salute1",1)
		TNT1 A 0 A_TakeInventory("Salute2",1)
		TNT1 A 0 SetPlayerProperty(0,0,0)
		Goto Ready
	TossGrenade:	
		TNT1 A 0
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("GrenadeAmmo", 1, 1)
		Goto NoGrenade
		GRTH ABCD 1
		TNT1 A 0 A_GiveInventory("FiredGrenade", 1)
		TNT1 A 0 A_PLaySound ("GRNPIN")
		GRTH EEFG 1
		TNT1 A 0 A_PLaySound ("GRNTOSS")
		GRTH HI 1
		TNT1 A 0 A_TakeInventory("GrenadeAmmo", 1)
		TNT1 A 0 A_FireCustomMissile("HandGrenade", random(-2,2), 0, 0, 0, 0, 0)
	    TNT1 A 0 A_TakeInventory("FiredGrenade", 1)
		GRTH JKLM 1
		TNT1 A 1 
		TNT1 A 0 A_TakeInventory("TossGrenade", 1)
		Goto Ready	
	NoGrenade:
		TNT1 A 0
		TNT1 A 0 A_Print("No Grenades Left.")
		Goto Ready+8	
	}
}


ACTOR PoorLostSoul
{
	Radius 16
	Height 8
	Speed 22
    Fastspeed 26
	Damage 15
	Projectile 
    Scale 1.0
	+FORCEXYBILLBOARD
    DamageType Fire
ExplosionRadius 70
ExplosionDamage 50
	Alpha 1
	SeeSound "skull/melee"
	DeathSound "fatso/shotx"
	States
	{
	Spawn:
        TNT1 A 0 A_CustomMissile ("FlameTrails", 24, 0, 0, 0, 0)
        LSOL B 2 BRIGHT A_SpawnItem("RedFlare",0,0)
		Loop
	Death:
    
		LSOL F 2 BRIGHT
		LSOL G 2 BRIGHT
		TNT1 A 0 A_Explode
	EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("FlameTrails", 6, 0, random (0, 360), 2, random (0, 360))
		EXPL A 0 A_SpawnItemEx("ExplosionParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 0)
    TNT1 AAA 0 A_CustomMissile ("LSpart1", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 A 0 A_CustomMissile ("LSpart3", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("LSpart2", 42, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
        LSOL HI 6
		Stop
		Stop
	}
}



ACTOR ThrowedBarrel
{
	Radius 6
	Height 8
	Speed 32
    Fastspeed 32
	Damage 55
	+MISSILE
	Gravity 0.6
    Scale 1.0
	+FORCEXYBILLBOARD
	DamageType Explosive
	Alpha 1
	DeathSound "Explosion"
	States
	{
	Spawn:
        TBRA A 2
		Loop
		
    Death:
        TNT1 A 0 A_AlertMonsters
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 180), 2, random (0, 180))
	    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)
		BEXP B 0 BRIGHT A_Scream
        
		//TNT1 AAAAAAA 0 A_CustomMissile ("BarrelParticle", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile ("ExplosionSmoke", 1, 0, random (0, 360), 2, random (50, 130))
		Stop
	}
}





ACTOR KickAttack: FastProjectile
{
	Radius 18
	Height 6
	DamageType Kick
	Projectile 
	+FORCEXYBILLBOARD
	+NOEXTREMEDEATH
	RenderStyle Add
	Alpha 0.6
    Damage (random(28,32))
    Speed 30
	//HitObituary "$OB_IMPHIT"
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	States
	{
	Spawn:
		TNT1 A 1 BRIGHT
        TNT1 A 1 //A_PlaySound("weapons/gswing")
		Stop
	Death:
	XDEath:
			TNT1 A 0
			TNT1 A 0 A_CheckFloor("DeathOnGround")
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			
			TNT1 A 10
		Stop
	
	DeathOnGround:
			TNT1 A 0
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 0 A_Explode(10, 40, 0)
			TNT1 A 10
		Stop
	}
}



ACTOR KickAttackDetectDowned: KickAttack
{
	Radius 4
	Height 4
	DamageType LowKick
	Damage (random(2, 3))
	Speed 40
	+NOBLOOD
	+BLOODLESSIMPACT
	-ACTIVATEIMPACT
	States
	{
	Death:
	TNT1 A 0
	TNT1 A 1
	Stop
	}
}

ACTOR SuperKickAttack: KickAttack
{
    Damage (random(54,60))
	-NOEXTREMEDEATH
	DamageType Extremepunches
}


ACTOR StompAttack: KickAttack
{
    Damage (random(150,200))
	speed 100
	DamageType Trample
	States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist")
			TNT1 A 0 A_Explode(150, 15, 0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 10
			Stop
		}
}


ACTOR SuperStompAttack: KickAttack
{
    Damage (random(300,500))
	Speed 100
	DamageType HeavyTrample
		States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist")
			TNT1 A 0 A_Explode(300, 15, 0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 10
			Stop
		}
}

ACTOR HookAttack: KickAttack
{
    Speed 30
}

ACTOR AirKickAttack: KickAttack
{
	Radius 20
	Height 32
    Damage (random(54,62))
}


ACTOR SuperAirKickAttack: KickAttack
{
	Radius 20
	Height 32
	-NOEXTREMEDEATH
	DamageType Extremepunches
    Damage (random(92,110))
		States
	{
	Death:
		    PUFF A 0 A_PlaySound("player/cyborg/fist", 3)
			TNT1 A 0 A_SpawnItemEx ("PLOFT2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
			EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_GiveToTarget("KickHasHit", 1)
			TNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)
			TNT1 A 10
		Stop
	}
}



ACTOR MeleeStrike1: KickAttack
{
DamageType Melee
Damage (random(10,15))
Speed 30
States
{
	Spawn:
		TNT1 A 1 BRIGHT
		Stop
	Death:
	    TNT1 A 0
		PUFF A 0 A_PlaySound("player/cyborg/fist")
		EXPL AAAAAA 0 A_CustomMissile ("MeleeSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 10
		Stop
}
}


ACTOR MeleeStrike2: MeleeStrike1
{
Damage (random(24,32))
Speed 40
}


ACTOR MeleeStrikeNormal: MeleeStrike1
{
Damage (random(19,20))
Speed 40
}


ACTOR MeleeStrike1Fatality: MeleeStrike1
{
Damage (random(38,40))
DamageType Fatality
}


ACTOR MeleeStrike1Berserked: MeleeStrike1
{
Damage (random(38,40))
DamageType ExtremePunches
}


ACTOR MeleeStrike1FatalityGrab: MeleeStrike1
{
Damage (random(42,45))
DamageType Fatality
}

ACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1
{
Damage (random(1,1))
DamageType Fatality
States
{
	Death:
	    TNT1 A 0
		Stop
}
}

ACTOR MeleeStrike1Smash: MeleeStrike1
{
Damage (random(24,32))
DamageType Extremepunches
}


ACTOR MeleeStrike2Fatality: MeleeStrike1
{
Damage (random(58,64))
Speed 40
DamageType Fatality
}

ACTOR MeleeStrike2Smash: MeleeStrike1
{
Damage (random(58,64))
Speed 40
DamageType Extremepunches
}


ACTOR MeleeStrikeSuperHook: MeleeStrike1
{
Damage (random(72,80))
DamageType Extreme
}








actor PLOFT
{
	+NOTARGET
Radius 10
Height 10
DamageType MonsterKnocked
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
	+DEHEXPLOSION
	+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(25,150, 0)
Stop
 }
}

actor PLOFT2
{
	+NOTARGET
Radius 10
Height 10
DamageType Kick
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
       // TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}


actor PLOFT3
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}


actor PLOFT4
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
DamageType Kick
States
{
Spawn:
TNT1 A 0
        TNT1 A 0 A_Explode(20,30, 0)
Stop
 }
}



actor PLOFT5
{
	+NOTARGET
Radius 10
Height 10
+NOGRAVITY
+NOTELEPORT
+NODAMAGETHRUST
+THRUGHOST
+NORADIUSDMG
+NOEXTREMEDEATH
PROJECTILE
+DEHEXPLOSION
+ACTIVATEMCROSS
DamageType Kick
States
{
Spawn:
TNT1 A 2
        TNT1 A 0 A_Explode(10,30, 0)
Stop
 }
}
